#blueprint

402296 messages Β· Page 625 of 403

mental tree
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otherwise in a straight line its smooth

mental sail
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And don't set either to 60, if you cap your game at 60 fps, since then it just doesn't work at all...

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why are you updating your camera (separately) if you are using a spring arm?

mental tree
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i want it to average the position of the two players, its a coop game

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and update the length of the arm too when they are closer

mental sail
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Then update the spring arm info not the camera

mental tree
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yes i update its info

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i update its length and its world position

mental sail
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you're creating a conflicting situation both the blueprint and the spring arm are trying to set the camera position

mental tree
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i made a bp based on the player spring arm component class though, are you saying i should be overriding some function that is conflictually trying to set the position?

mental sail
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No, maybe I misunderstood what you were doing

mental tree
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i have a scene component i created from C++ that derives from the spring arm component class

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but all my logic is in bp

mental sail
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got it, I thought you were using both spring arm and some other login in character to move the camera separatley

mental tree
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i still have a hard time understanding why the rotation of a character is going to fuck up my spring arm though

mental sail
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In my experince spring arm is a PITA

mental tree
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what is a PITA?

mental sail
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Like I said, smoothness of the spring arm depends on smoothness of framerate

mental tree
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ahhh i understand what you mean now

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anyways, you fixed my issue

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thank you πŸ™‚

mental sail
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For nothing πŸ˜›

steep hazel
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I've been trying to figure out why my weapons will not swap when I place in the command to do so, and I believe that it has something to do with how the SaveWeaponInfo function is called. This is a weapon attached to the FirstPersonCharacter, and it is calling the CharacterInventory actor component of the FirstPersonCharacter. Here's where it is called (and some question marks as to where I believe the problem may be):

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There is a weapon ready to be swapped to, I have that confirmed through some print strings

maiden wadi
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@steep hazel Just a small nitpick, you should put everything after the cast into the inventory as an event there and just call that one event and let the inventory handle it's own stuff instead of having something else calling multiple functions from it. You could do the same functionality by passing the Unequip duration through the event. This is specially true when using stuff like delays. You would have to check if that cast and character are still valid after the delay again to be safe. Where as if it's handling it's own thing, it won't matter after that first call.

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But that won't affect where you're question marking. Does that first event in the inventory run?

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SaveWeaponInfo

steep hazel
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No, that's where it stops doing anything

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It prints the string then does nothing further

maiden wadi
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Sounds like the cast is failing then. That or your inventory component somehow isn't valid.

steep hazel
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I figured that it was the latter, but I'll double check with some more print strings

maiden wadi
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This weapon is an actor, not an actor component?

steep hazel
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it's a child actor component of the camera component

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maybe that's the issue?

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the owner is the camera?

maiden wadi
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You might check that it's returning the correct thing through GetOwner. GetOwner will return whatever is set as the AActor pointer variable named Owner. It's usually used for replication stuff and whatnot. Not sure how ChildActorComponent spawned Actors handle that or if you can still set it yourself.

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They may not even touch it, you may still have to set it yourself.

steep hazel
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yep, it's the cast

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cast failed

maiden wadi
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Check if the GetOwner is valid. If you haven't set it yourself somewhere, assume it's null.

steep hazel
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maybe I can just have the swap duration as a float variable that is pulled from the waepon_parent and just let thing start it's animation or whatever

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Only have the Unequip event be for playing animations

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I'll see if that works

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OMG IT'S ALREADY A VARIABLE

tame mist
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how do i automatically change camera aspect ratio If i resize window . Now ik i can animate cameras in level sequencer but problem with using camera is it is stuck with aspect ratio and resizing window gives black borders . Instead if main view target is pawn without camera , there is no window aspect ratio problem . I have no clue about it im new here

tame mist
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--

dreamy kindle
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do you happen to know if you can put marketplace packs to not be thrown into content browser and condense into one folder?

onyx pawn
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I have some lights I have setup to have seperat material that are applied them when triggered.

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but I cant seem to get the bind event to connect up to the on mouse cursor click event.

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it says they are not compatible.

spark steppe
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drag out the event connector and create a custom event

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then you're able to see what kind of event definition it expects

tame mist
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Okay now i want to get rid of camera aspect ratios . How can i make it always fill the screen same way like using pawn does .

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Anyone here though?

spark steppe
solemn lodge
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I'm trying to find something I can plugin into the 'class' bit, but I can't find a blueprint node which does 'find class by name' any help?

dreamy kindle
spark steppe
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they need to be in content

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however i download them to a separate project and sort them there in subfolders within the engine

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the subfolders are then linked to my main project

dreamy kindle
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You use the move or migrate to put them in a custom directory on another project?

spark steppe
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my main project has links to the subfolder of my "download project", like SFX, VFX, ...

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when i downloaded something, its in the content path of the download project, so i open the download project and move them to a subfolder

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after that they are available in my main project, too

fast osprey
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Does anyone know how to troubleshoot this.. [2021.02.12-07.09.27:961][606]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

maiden wadi
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@solemn lodge If you want to get a class, via a name, then you need a map or an array of structs. One value would be names, and those would have a class applied to them. Then you can iterate over the first value til you found the name and get the class that corresponds and use it.

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@fast osprey Looks like you tried accessing a C++ pointer that wasn't valid.

fast osprey
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@maiden wadi its weird, it only crashes when i join a lobby, it was working, i havent changed anything regarding lobby etc..

maiden wadi
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Not sure what it could be with your project specifically, but if you're using C++ as well as blueprint, I would close UE4 and do a full compile, and then double check anything using a pointer to anything and make sure that you're checking their validity before using it. Alternatively, if you're just using BP, assume that a C++ dev biffed it and check any pointers that you're putting into functions. In short, always check your pointers before using them anywhere.

fast osprey
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Sorry for sounding noob but what do u mean by pointer. Like referencing c++? I’m only using bp

maiden wadi
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Pointers are the blue variables in BP. Most BP people refer to them as references.

dawn barn
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but i knew pointers are places in RAM wheere informations are stored

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temporarily

maiden wadi
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Pointers are just small ID cards that point to a specific memory location where the actual object resides in RAM. But those pointers can point to nothing as well. They can also point to the wrong objects. Which is why you should always use an IsValid on them before using them. In BP you just stall the virtual machine a little bit. In C++ doing the same thing will cause that EXCEPTION_ACCESS_VIOLATION error.

dawn barn
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i mistakly put this question on unreal engien

fast osprey
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Ah ok usually a error pops up for me saying trying to access none and I throw a isvalid node on it. But now i don’t know where to look . Do u know if there is any way to narrow it down to a specific bp?

maiden wadi
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@dawn barn If that is for an AimOffset, most people rely on GetBaseAimRotation.

dawn barn
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idk what that is

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and how to use it

fast osprey
maiden wadi
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@dawn barn That should work for multiplayer, or AI.

dawn barn
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Works!

paper galleon
dawn barn
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thanks!

fast osprey
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@paper galleon no im using steam subsystem, only crashes when i join a lobby, i have 2 pc's running the game via bat files running "editor.project etc" -game . was working fine until recently

paper galleon
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Oh. That may be very tricky to resolve.

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You probably will have to find it yourself. I haven't run into this error before.

fast osprey
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both if i join via "find lobby" or when "invite friend to lobby" as soon as it tried to join lobby it crashes

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ok thanks

solemn lodge
spark steppe
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have you tried a select node?

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im not sure if they work with class as datatype, but might be worth a try

solemn lodge
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i found 'select class' and cast that to 'actor class', I think that might be good enough to have a sort of dynamic actor spawn in my blueprint

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also, when a blueprint gets big is it right that most the code should be moved over to functions?

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anything wrong with that approach?

spark steppe
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as long as it's sorted its okay i guess

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for characters i go for actor components to delegate stuff by function

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but i have no idea if that is good practice^^ xD

solemn lodge
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heheh ok, i'm making a multiplayer, and I'm starting to think I should organize everything by levels

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i dont see anyone do it that way, but it seems like menu and maps are all pretty self contained

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with unique gamestate/mode per each

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it would be really interesting to see how fortnight is organized

maiden wadi
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Organization of code is a very heavy topic. It's also a very bias one with a lot of should/shouldn't opinions. There are "Best practice" approaches, but in the end it comes down to how well you, or your team can follow what you're doing and make something as bugless as possible.

solemn lodge
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well there's a definite cleavage between main menu joining games, and then in game. almost zero cross dependence, so I think that's a top level divide, but among the in-game stuff i have a lot of options

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but i'm still learning so WIP

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oh i guess i'm supposed to make these comments in different channels

spark steppe
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well i find myself often reorganizing stuff, but that also gives the opportunity to review stuff, which is good as i learn something new every day

solemn lodge
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k thx for help

maiden wadi
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I tend to hide a lot of my C++ code away in the same manner. Some of my heavier ticks in C++ are just a few function calls, when in reality one of them is quite a few hundred lines long. Not including all of the sub functions those use.

spark steppe
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isn't it satisfying to expose 100 lines of code as one BP Node? πŸ˜‰

maiden wadi
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It is. But even more satisfying to turn thirty bp nodes for math functions into five lines of code.

north onyx
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When you goes extend you codebase at least you should think to create actor components for game-play dynamics which is heavily reduces the code reading and flexibility on other actors. Also you may make interfaces which you instantinate the UInterface object as far as you going beyond of your approach. Avoid the O(n^2) on ticks...

solemn lodge
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what would be common n^2 tick scenarios?

undone salmon
undone salmon
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I want to check in another bp if the player moves

maiden wadi
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Probably easier just to check velocity.

undone salmon
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working at UI it's a pain in the ass xD

maiden wadi
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Nah. It's just a different area of expertise. Takes some time to get oriented with UMG stuff and how it's used versus normal actors/components when learning blueprinting.

spark steppe
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and place a pillow between the wall and your head to avoid additional headaches

narrow bear
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Has anyone ever had a crash when adding a specific (custom) UMG widget to another?

north onyx
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In runtime? @narrow bear

narrow bear
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Editor πŸ˜„

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Literally just adding it to the hierarchy

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I can open it just fine though

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Assertion failed: PlaybackContext != nullptr && PlaybackContext->GetWorld() != nullptr [File:Engine/Source/Runtime/UMG/Private/Animation/UMGSequenceTickManager.cpp] [Line: 178]

north onyx
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I'd rather tend to use HUD class instance for manage widgets at all

maiden wadi
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@narrow bear Can you open the added widget in the editor without it crashing?

narrow bear
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I've used the same widget fairly recently, was fine

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It's odd

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It's actually still referenced in other UMG widgets, and it works fine there too

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Just can't add it to anything new

supple dome
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its an assertion not a crash

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just press f5 to continue

narrow bear
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Considering the whole engine stopped and closed, and I got the crash window, I think it's a crash πŸ˜›

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πŸ˜„

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Maybe 4.26.1 is a bit overly cautious with it?

maiden wadi
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Definitely sounds like something is not failing gracefully. If possible, it might be worth creating a copy, if that can be added, you have some corruption somewhere odd. Alternatively also try unhooking as much exeuction in the widget as possible, maybe even start removing events entirely in the copy to see if any of your own stuff is causing it. Past that, you got a potential engine bug.

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Semi reminds me of the C++ widget issue. It's funny that right clicking on a C++ widget will create a childclass that can't have a designer, but creating a new class from the wizard using that same C++ class of UUserWidget works just fine.

supple dome
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ah yeah assertions crash when not run through vs i forgot about that

stable fjord
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How to set a GenericTeamID in BP?

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and be visible for AiSense_Sight of my NPC

maiden wadi
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I have a memory of that not being blueprint exposed.

stable fjord
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@maiden wadi its to me?

maiden wadi
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Yep.

stable fjord
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hmm

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I got a project which is only at Blueprints ehh

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and I have to make a player actor to be marked as a Enemy

stable fjord
narrow bear
maiden wadi
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@stable fjord πŸ€·β€β™‚οΈ Hard to say. I don't use the default perception stuff. I make my own ActorComponents for my own uses on stuff like that. If AI perception has an event that runs when an actor enters perception, you could just make an team variable somewhere like the pawn. If you have a base class for all pawns, you could put it there. Then switch on that variable.

stable fjord
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ehh, anyways, I have to do something to make things work

vernal wind
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TIL that the Kismet Math Library uses the alphabet to numerate node pins and hence OR can only have A-Y (25) input pins and Z as output pin... yeah I know I know... πŸ€¦β€β™‚οΈπŸ€£

cold raft
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[looks at own code] hmmm, I need to do the same

vernal wind
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Sadly I have no time for anything. Master thesis deadline. Working dual 10h shifts 'a day'. Also my BP is already a huge monster which requires recent UEE restarts due to the rightclick bug, which can be produced quite easily by editing stuff or just creating a few more GameplayTags πŸ€ͺ

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Just did not expect something as trivial to be an issue, on the other hand which sane developer does stuff like this πŸ€·β€β™‚οΈ

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Backside of my (paper)notebook are UE related bugs or things to improve/implement and the sheet is about 90% full now. If I have some free time afterwards I'll fix stuff myself to make life better for everybody.

cold raft
vernal wind
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tbf university is a scam (especially during lock down) but now it's too late, also not topic related. Just feeding my sunk cost fallacy and pushing through. Can't recommend.

maiden wadi
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Not so sure about Europe or elsewhere, but in the States, College gives you a nice overpriced piece of paper that says you've paid enough to deserve to sit in an office. Therefore HR is more likely to forward your resume with one than without.

sharp lintel
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Is there an issue with Media Players playing on play when the Play On Open is unchecked?

maiden wadi
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@sharp lintel How are you playing the asset?

sharp lintel
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I am playing it on a widget

olive sedge
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anyone know how to set the length of a shot/sequence in sequencer?

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and also: is it possible to set color in a material depending on the coordinates relative to the object it is applied to?

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kind of like Color->Multiply->XVector.. something like that

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I only find ActorPosition and such but that is WorldCoordinates, not local/relative

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oh damn.. So obvious.. Don't know how I did not find that

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Thank you

maiden wadi
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@swift pewter Personally, I would just set up a function and extra float variable in the pawn. Make the function set max walk speed to 650, and set the extra float to GetTimeSeconds + 10. Then your UI can just do GetExtraFloatVar - GetTimeSeconds = DurationRemainingInSeconds. If it's negative, there's no speed boost.

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Could also start a timer in the function by function name to return the speed to normal after 10 seconds. Could also use the handle from that to do the UI as well. Either way. But that keeps you from having to rely on the speed boost item to keep affecting your pawn after the initial function call.

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If you want to. The point of that was more to make it so that you get away from the speed boost item after it's triggered. Then you can do whatever you want to that item and it won't affect the pawn. For instance, consider you have two pawns and the first one hits it, then the second. You would either have to remove the speed boost from the first one, then apply it to the second, never remove the boost from the first one which would by buggy, or implement array lists of all pawns that have triggered the boost. And then you also have to make sure that boost is never destroyed for any reason such as level streaming or whatever because then it won't be alive for UI or to reset the speed.

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If you did it by putting that stuff in the pawn, then you could trigger that speed boost once, and never worry about it again if your UI is done from values in the pawn and if the pawn affects itself after that.

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It can be destroyed, it can trigger multiple pawns with minimal extra coding, etc.

gentle urchin
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As for your previous question, Delta Second is the time that has passed since the last tick event (last frame)

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At 60 fps, the delta time will be 1/60 s

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A more powerfull system would (unless fps locked) have a lower Deltatime, yes (higher fps == lower delta time)

golden marsh
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Good day all πŸ™‚ I am running automated performance profiling using an in-game sub-level that contains a Blueprint and a set of cameras, it samples trace data for Insights and takes screenshots of various view modes.
I cannot figure out how to to get the Stat overlays to be included in the screenshots, it only captures the game screen behind them, any ideas?

open sedge
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Hey guys, i made a pause menu and it works great except when i press the pause button again it wont unpause. it acts like it disables the pause button aswell

sharp lintel
open sedge
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i have a second function that does all that

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but it seems it disables the keyboard when i pause?

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@sharp lintel

maiden wadi
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Inputs are paused when pause is on, by default. You need to change the input binding.

open sedge
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change it to what?

maiden wadi
open sedge
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hmm makes sense

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didnt work though

maiden wadi
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You did click on the red InputAction Pause node, and check ExecuteWhenPaused to true?

open sedge
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yes sir

maiden wadi
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@open sedge I would remove your two functions and start with something simpler then. This works perfectly fine in a Pawn to pause and unpause the game.

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If that works correctly, then you can focus on seeing why one of your functions doesn't work.

open sedge
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it doesnt

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i just checked

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tried with print string

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it just doesnt register im pressing it

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hmm

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even tested like this

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to make sure it wasnt the function

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basically when the first function executes something is not letting me press it again

sharp lintel
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Use F9 on the functions and make sure it is running them all.

maiden wadi
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@open sedge Oh. It's the SetInputUIOnly.

open sedge
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it is not

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oh?

maiden wadi
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Actors don't receive any input when SetInputUIOnly is enabled. Only with SetInputGameOnly and SetInputGameAndUI.

open sedge
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OOHHH

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thanks!

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it works!

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i think i forgot to remove that from earlier

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lol

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works perfect now

wild harbor
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im trying to connect array Randomized stats to members S_itemstats, but it says its not same structure, ive check everything i can think of ans it seems to be the same, where do i find stat line like stat_50 slot etc

maiden wadi
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@swift pewter You need to do a check for whether the remainder of BoostLeft-GetTimeSeconds is >= 0 Else put something else than the remainder.

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Right, that's expected. BoostLeft = 0, GetTimeSeconds is how long the application has been running modified by pause and time dilation. So more or less it is 1.0 per second of time played. 0 - 1 second = -1. When you set BoostLeft to GetTimeSeconds +10, then it will be above GetTimeSeconds for ten seconds.

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So in your binding, check for whether BoostLeft - GetTimeSeconds >= 0, select on that and if true, use the remainder, else use like 0.0 or a blank text.

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Dunno. That's another reason it's better to do that in the Pawn. It's easily accessible.

primal smelt
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@maiden wadi Oh hey you helped me out yesterday with my gimble lock issue. I must admit I don't think it was sinking in at the time but got it all sorted now. Rotating just the collision spheres and using roll like you suggested was far easier than trying to figure out how to get around the pitch constraints using vector math 🀣 Thanks again!

maiden wadi
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The only way around the pitch issue I've ever found that's semi elegant is just keeping a separate float that goes from 0to360. On set, if > 360 then set to value-360. If <0 set to 360-value.

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Cause then if you just set the rotator from pitch with like 120 which is 30 over the 90 lock, it'll set up the roll and yaw for you.

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In reality. It's much easier just to rotate yaw 90 degrees and use roll.

primal smelt
# maiden wadi The only way around the pitch issue I've ever found that's semi elegant is just ...

Yeah I did give that a go as well as a node I forget the name of that can convert values but I was having some difficulty getting it to match up something I was doing elsewhere in the blueprint with torque. Good to know different options for other problems though, this blueprint right now is just the wheelchair but I do intend to have a body presence with a head that can look independently from where the wheelchair is facing. Usually I'd just inheret player controller but that effects the whole pawn so I imagine I'll be wrestling with the gimble lock again when I start implementing that!

summer wasp
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can someone help me with blueprint things, im trying to make that when you start the game, it shows you a cutscene, but everytime i quick load the cutscene plays again

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dont really know what to do

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i did find on the forums that you should make on the game instance thing some thing

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and i did this

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but dont really know where to go here

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or if thats even right

primal smelt
summer wasp
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that is^^

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but dont know why it says error on the thing

primal smelt
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Might be a hacky work around but maybe you could instead have a trigger box under the player start location and when the player lands on it it starts the cutscene instead?

maiden wadi
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@primal smelt Thankfully things like heads, or aimoffsets of any kind respect gimbal lock well. In fact that kind of system is what Rotators were designed to handle well. The idea being that a normal human doesn't usually bend over when they look up to do gymnastics to look behind them if they keep looking up.

primal smelt
summer wasp
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i think the player spawns for a micro second, in where the start is, and then teleports to where you saved

maiden wadi
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@summer wasp More likely that you're doing something on the trigger's overlap, but not checking what is overlapping it. Overlaps can trigger for anything.

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Well, no. That's fair. You said saved.

summer wasp
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ye

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it still starts even tho the player is miles away

maiden wadi
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That would depend on how you handle the loading. You could also get around that issue by changing the GameMode's spawning parameters to respect the save location.

summer wasp
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how do i do that

maiden wadi
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If I'm not mistaken, it's GameMode's SpawnDefaultPawnFor. If you override that, you should be able to spawn the pawn where you want, IE get your savegame data and spawn it at the saved location.

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For instance, this will spawn a pawn at 0,0,10000 when pressing play. Rather than at the PlayerStart thing.

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So you could switch on whether the savegame data is available, if so, use that, else spawn at default place.

summer wasp
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ill try that!

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thx m8

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ill come back crying if i fail

cinder monolith
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Are there advantages to use a Box Collision over On Component Hit? I mean other than the fact that the Box Collision can cover a larger amount of space.

maiden wadi
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@cinder monolith Not sure what you're asking? What is this for?

cinder monolith
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@maiden wadi For example I'm doing a switch that you step on. The tutorial I am watching uses a Box Collision, but I was wondering, why not use a On Component Hit?

maiden wadi
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For a step on switch, I'd probably rely on an overlap trigger. Hit is used more for things that need to collide but not overlap. Think stuff like a grenade exploding the moment it collides with a wall vs walking through a sensor. You don't want to actually collide with the sensor, just overlap it. Hit only works with physical collision.

trim shuttle
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Hey could some one explain to me why the hell this blend pose is using the gun pose by default i want the default to be the walking and running default ue4 and then when i swap gun with my scroll button it goes into the 1d player blender space

runic sparrow
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Hi all, someone could have a little time to tell me if it's possible in Unreal Engine 4.26, to showing and working with an high numbers of skeletal mesh in the screen ?

I means, we hardly working on an advanced RTS, we would like to give players the ability to take care of an army of hundred (and in my dream thousand) units, but all my optimisation make it impossible to going up to 10fps with 200 units in my screen ...

Like doe it possible to make instanced skeletal mesh like static mesh ? all advice are really welcomes

maiden wadi
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@runic sparrow You're not going to be able to do that with default implementations. The best I've managed is about 350 AI on screen in a packaged game running at about 65 FPS. These were simplified skeletons with about seven bones, all using NavMeshWalking for movement and meshes under 9k poly.

unique harness
maiden wadi
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One of the largest issues is gamethread rather than graphics. All of the movement updates and whatnot will tear your gamethread apart.

runic sparrow
maiden wadi
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Honestly, I'm not even sure. I've read through some dev notes about stuff like that with games like Total War. They do a lot of their calculation several frames in advance on one thread and then use another for the current scene to update the visuals. Their systems are also very multithreaded so as to handle that many units and systems are disconnected from one another.

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TLDR, there are no blueprint solutions. You're looking at some heavy C++

open sedge
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anyone have a good way to make the camera lean based on direction? like with the add roll input?

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for example you move right in first person lean to right - or move left and lean to left

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i was thinking somehow get the right vector and based on if its negative or postive add roll -5 or +5?

maiden wadi
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I found that a camera on a spring arm, and the arm being rolled based on velocity felt nice.

open sedge
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do i have to use a spring arm? cant i just roll the camera itself?

maiden wadi
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Sure, would look a bit odd rolling in place though.

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Like just tilting your head only when moving right rather than leaning your body to the right.

open sedge
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wdym?

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i dont have a player mesh

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its first person aswell

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just a camera

gritty elm
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need help, how to record game in unreal at runtime

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through blueprints or c++

honest raven
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hey guys is there a way to slow a foreachloop down? to where it doesnt just run through the index provided as quickly as possible but iterates through each index one by one with like a .... .1 second delay or something

gritty elm
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yes you need to create a macro called "foreachloopwithdelay", it's very easy to create and use

honest raven
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awesome thanks

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TIL you can actually open and look inside of a node to see the underlying code lol. wow. thats pretty slick

undone salmon
#

Has anyone tried to find the future position of the player based on his movement? I have an enemy(not AI) but the player can easly dodge the bullets

#

So I was thinking to guess his future postion

#

If anyone has any idea It will be great

tight schooner
#

need the player's velocity

#

if you're using a character, I think the movement component provides that? (Or otherwise a physically simulated object?)

#

if not, you have to do some manual, running calculation on a ticked or looping-timer event

#

(Future location - Past location) Γ· delta time between the two samples

#

= velocity

#

(if on tick, then Get World Delta Seconds gives you the delta-time between the two locations)

#

Once you have a velocity vector, you multiply that by the number of seconds you want your thing to "aim ahead" and add that to the target's current location

#

to get its predicted location

undone salmon
#

Ohh thank you man πŸ’ž

little helm
#

Hey what's up guys just wanna ask something that how I can spawn movable obstacle in my endless runner game?

#

I already have code to spawn obstacles just want to make it movable in my favourable direction...

#

Kindly give the solution plss

worn hedge
#

Hello! Is there a way to limit a physics constraint connection better in blueprints? I have created a physics constraint by Blueprint between a static and a movable physics component and set all limits locked, yet I can still try and drag the movable object around by a Physics Handle component and it has a weird rubber physic snapping back to its place after releasing it. Is there a way to make it more stable/resistant to force without setting that component static? I cant find a Blueprint specific guide for Physics Constraints

worn hedge
indigo bough
#

Hey folks, just a tidy blueprint question. These Event Delegates, is there a tidier way of sending that across to wherever the event is living in the graph? I hate having lines travelling all the way across my graph like this.

#

Set Timer By Function Name is nicer as it's just entering the name into the node

unique harness
#

Yes, use SetTimerByEvent

#

and do CreateEvent

#

and then you can select it from the drop down

dawn gazelle
unique harness
#

It also allows you to put these nodes inside of a function instead of cluttering the event graph

indigo bough
#

Ohhh brilliant

#

Thanks!!

#

I'm also colourblind so those red delegate lines are hard to see and I haven't changed the editor colours in this project yet πŸ˜„

#

But until I do that, This will be easier

trim matrix
#

https://i.imgur.com/zRgie5e.png pawn is a ball.
when i press w or s(moveForward) things behave correctly, but if i press a or d(moveRight), player does not behave right.
a and d leads leads to very fast spinning of the ball.
send help.

fervent zenith
#

hello does anyone know how to make a button animation for example color gradient animation

teal lantern
#

I'm really new to unreal. How would I make the thirdpersonCharacter camera always be behind the character instead of rotating based on mouse movement?

dawn gazelle
fervent zenith
#

and this as a animation

dawn gazelle
fervent zenith
#

something like that

fervent swallow
#

hello! I got a teleport blueprint that just moves the player to the desired location whenever a collision happens. I would like to add a fade in between so that the teleport happens in a black screen that would be faded back to the game afterwards. I felt like it had to be a super simple task but for some reason it is not working as expected. Could anyone help me out?

dawn gazelle
#

Add the color and opacity track to your animation track and then place down keys where you want the colors to be.

fervent zenith
maiden wadi
dawn gazelle
#

The gradient is created when you enter in the values for the colors in the keys. Like the above I've set for blue.

fervent swallow
dawn gazelle
#

So at 1.25 seconds, it'll be blue and at 2.5 seconds it'll be green.

#

and it will transition between those two colors automatically.

maiden wadi
#

Possibly there too. Likely multiple solutions there.

fervent zenith
# dawn gazelle So at 1.25 seconds, it'll be blue and at 2.5 seconds it'll be green.

https://www.youtube.com/watch?v=geKFuA5SLlc&t=53s do you can watch it at sec: 10 and look at the progres bar that is what i want

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fervent swallow
#

I was trying this thing last @maiden wadi but it feels like the second start camera fade just does not do anything at all

dawn gazelle
maiden wadi
trim shuttle
#

But honesly I just use thomber its the little circle

#

or 3 dots

fervent swallow
fervent zenith
#

okay but i want to know how to make a color gradient animation for a button on hover

trim shuttle
#

in sequencer there is a time bar with dots you can use them to say ok in 10 seconds start fading and the opacity will slowly but on time start decressing etc what ever you want

fervent swallow
trim shuttle
#

from the video it looks like you may need 2 bars one inadvisable untell it does the orange thing.

maiden wadi
#

Does the teleporting work if you uncheck hold when finished, and remove the second fade?

fervent swallow
#

the problem is that I see the camera moving to the new location, that is what i want to avoid. There is a fad that works before the teleport and it is better than nothing but still not exaclty what I want @maiden wadi

fervent zenith
trim shuttle
trim shuttle
fervent zenith
#

no just the bar with the color gradient and for the button to it would be very nice if you can help me

trim shuttle
#

I can sure I will help you with the color

#

go first make the bar then dm me when you need colors cuz I am at school

fervent zenith
#

oh okay

trim shuttle
#

oh also I am looking at that tutorial it may not be the best one for your situation

fervent zenith
#

yea i saw this video this video helped me not so far

winged sentinel
#

quick question, im trying to figure out a way i can make an object over shoot its location and interp back

#

almost like a spring

#

or i guess in other terms give it like a momentum swing

#

im trying to make it so that when my object stops moving it doesnt just stop, it simulates it being "unstable"

#

@trim matrix do you mean a physics constraint

#

πŸ˜†

#

@trim matrix interesting ill look into it

crimson swan
#

strange little networking issue i have. so i have a point light on a character that is initially turned off and on respawn i want it to turn on only for the local client

trim matrix
#

what would be the proper way if I wanna randomize a material on event start?

#

im trying to use enums somehow

#

but im kinda lost

crimson swan
#

in the player controller i have an event that turns that light on for the possesed pawn, but it also turns it on in the server. any ideas?

vital pike
#

I've created a variable for my custom Player Controller Class but when I do 'Get All Actors of Class' then try to set my variable in a For Each Loop it won't connect up. Any ideas why this might be?

crimson swan
#

not sure it'll work but it's a start

trim matrix
#

Yea I got something like that too πŸ˜›

#

im just thinking whatd be the best method tbf

crimson swan
#

i honestly think that is the best method haha

trim matrix
#

I read something about using an array too

crimson swan
#

yea you can set up an array on your actor with a list of materials and just go through that

#

but then you have to set it up per actor. afaik enum is like a "global" array

#

at least to me

trim matrix
#

yea

#

how do I get the enum result to change the material tho?

crimson swan
#

the set material node

trim matrix
#

switch on int?

#

but thats.. weird cause why use the enum then?

#

I dont want like 15 set material nodes if possible lol

crimson swan
#

oh wait wait wait i'm confusing enum with something else

#

there was another thing similar eeh let me look it up

trim matrix
#

Can I use enum and plug into the Material slot? haha

crimson swan
#

not tooooo sure looking it up xD

mental robin
#

Is there a way to spawn an actor from another actor..and attach in the hierarchy the actor to the new actor so its apart of it

dawn gazelle
# vital pike I've created a variable for my custom Player Controller Class but when I do 'Get...

Game mode only exists on the server, so a multicast event within the game mode will only fire on the server. As you're getting all actors of a particular class, you shouldn't need to cast to that class again, as your array of actors should be of that particular class already. Finally, looping through the array, you appear to be setting the "Current Player Controller" variable to nothing on each instance of the MJ_PlayerController.

crimson swan
#

@trim matrix what you're looking for is data tables

#

you need to create a custom row type, i did it once for an inventory system i hardly remember how to work it now though tbh but i know it's what you need

trim matrix
#

Ive heard of those

crimson swan
#

go into blueprint-> structure

#

define your hting

#

and you make a structure and then use that structure to make a data table and you end up with something like this

#

@trim matrix

trim matrix
#

Yea i got it

#

now to find a way to get random data table row πŸ˜›

#

Something like this?

crimson swan
#

yup

#

was in the process of making you the example but yeah that should work

trim matrix
#

well you helped me out a lot πŸ˜„

crimson swan
#

no stress, i know how annoying it is to get stuck on simple things. I've lost more time trying to debug a tiny feature than implementing big things

trim matrix
#

eh its not really being stuck, im trying to broaden my knowledge by figuring out better ways to do stuff

#

you know a decent way to attach hair and cloths? πŸ˜›

#

modular characters maybe?

crimson swan
#

there were two ways afaik (that were better than 90% of the rest). So one way is modular which i think gives the best results but takes a lot of prep. Another is merging two meshes in the same pose together

#

so like your shirt/armor would be in the same t-pose as your mesh/skeleton and you would make it slightly bigger and parent it

#

something along those lines

trim matrix
#

like socket?

crimson swan
#

yeah

#

but not exactly, it was something like actually fusing two meshes together

#

i'm not at that stage myself yet but that's what i read up on it

trim matrix
#

do you need to animate it and use a skeletal mesh

#

static shirt wont work I guess

crimson swan
#

the whole idea is it should if it's in the same t-pose as the base character. So by doing the black magic that is the fusing of the meshes your skeleton will move that shirt too, i'd really need to look it up tbh

trim matrix
#

hm ive never heard of that before πŸ˜›

crimson swan
#

skeletal meshes

#

that's the words i'm looking for

#

you make your armor pieces into skeletal meshes

trim matrix
#

yea so you got like a moving shirt, and then somehow add it on top? haha

crimson swan
#

yup

restive ore
#

Is it possible to cast to an actor blueprint from the player blueprint?

crimson swan
#

player as in player character?

restive ore
#

Yes

crimson swan
#

is the other blueprint of the same parent class?

restive ore
#

No

#

Just an actor

crimson swan
#

i mean it's highly situational but it depends how you're getting that actor in general. you should be able to cast it once you get it, idk how to explain this properly lol

#

like if you get it on overlap or something you can just cast it there you know?

restive ore
#

Sorry, I'm just learning blueprint so I don't know very much. I tried to cast it but didn't know how to get it.

vital pike
maiden wadi
#

@vital pike Was that a question?

vital pike
#

It's a thread that's getting lost in all the chat πŸ˜†

crimson swan
#

in the player controller set up a multi cast event.

In the gamemode cast to the player controller and run that event

dawn gazelle
vital pike
#

Ah right.. did not know that. Thanks

dawn gazelle
#

But then the question is, what are you trying to do exactly? Your player controller is defined by the setting in the game mode, so the player controller that the players would be using already are using the player controller defined:

#

Each player controller can already reference itself too, so you shouldn't need to set a variable in the player controller object to its own reference.

crimson swan
#

@trim matrix it's a lot simpler than i thought

#

@trim matrix So, you add a skeletal mesh component to your character, then asign a mesh to it (your piece of armor or w/e). Then in the beginplay of your character you do this

#

and voila you have a armor

trim matrix
#

lol thats it?

crimson swan
#

turns out it's really easy lmao

trim matrix
#

the target is the armor?

crimson swan
#

yeah

trim matrix
#

howd you get the obj reference for the armor piece?

crimson swan
#

it's a component in your character

trim matrix
#

hm

#

its a skeletal mesh?

crimson swan
#

yeah

trim matrix
#

i just wanna add hair tho do I make my hair a skeletal mesh? lol

#

i guess hair could be a socket but still

crimson swan
#

no for hair you would do a socket because it doesn't really bend

trim matrix
#

gloves and shit I guess

crimson swan
#

anything that would need to be flexible would be a skeletal mesh component anything else would be a static mesh

#

gloves, boots, chest etc would be skeletal and helm hair etc would be static mesh

trim matrix
#

fair enough

vital pike
crimson swan
#

i think it would be a cross product of your two vectors

#

but i'm kinda rusty on my math tbh lol

#

@trim matrix

dawn gazelle
crimson swan
#

not sure what the impact normal is

dawn gazelle
#

Might want to do it as an event that runs on client since it's UI related.

crimson swan
#

i mean that's what i'm thinking yeah

fast osprey
winged sentinel
#

im reading about easing effects right now, is it possible for me to do an elastic easing effect after my interpolation for my weapon sway

crimson swan
#

it might be that the normal of the wall is actually facing upwards relative to the world, not 100% sure on this though

#

@trim matrix is your projectile just shooting off to the side?

#

aah okok

#

well glad you got it working

vital pike
#

..but they are only being created for the Listen Server

crimson swan
#

@vital pike where is that post login event?

vital pike
#

In the GameMode

crimson swan
#

ok so that's a server call, all good on that front. change your player controller events to multicast

#

see what that gives

vital pike
winged sentinel
#

has anyone used tween before? Im trying to use it in replacement to the interp node

#

becasue it has elastic easing

#

but my object just starts jittering and rotating everywhere

crimson swan
#

@vital pike put self to the owning player thing

#

in your player controller

#

well event hit has an instigator so yes but not sure if linetrace triggers it

vital pike
crimson swan
#

can you add a print to the end of the two events in the player controller

#

i wanna see if they clients even trigger them

vital pike
crimson swan
#

and those two events are set to multicast?

#

under replication

vital pike
#

They are yes

#

Same on both

crimson swan
#

in your postlogin can you print out what the new player actually is

#

it should print out as a player controller

#

it might be a none

#

oh wait you're already doing that

vital pike
#

yeah

crimson swan
#

can you do a regular old print and not a print append

#

simply because i can't tell if it's on server or client lol

vital pike
#

on the Event PostLogin?

crimson swan
#

actually can you add a printout to the cast failed?

#

in onpostlogin

vital pike
#

No Cast Failed readout

crimson swan
#

ok so something really weird is going on

vital pike
#

Although Nubbiz is reading out 3 times

#

Yeah, I think it's completely fooked πŸ˜„

crimson swan
#

i only see it read out twice

#

but that's on the server it should also be printing on the client

vital pike
#

These are the errors I'm getting

crimson swan
#

put the print nubbiz right as the event starts

#

i'm pretty sure you're getting an error down the line and the event is triggering just fine

vital pike
#

So you suggest to put the print Nubbiz right after the OnPostLogin? or after the Custom Events on the PlayerController?

crimson swan
#

custom events

#

in your custom event the "set" isn't actually being set

#

try a printout of the "return value" from create inventory hud widget

vital pike
#

Same result as before when putting Nubbiz right after the CustomEvents

crimson swan
#

does your client get the print though

vital pike
#

nope

crimson swan
#

ok what if you simply disconnect everything after the print so it just executes the print

#

because i have literally the same setup where i have a custom event on Playercontroller being executed from gamemode

vital pike
#

Same result

crimson swan
#

honestly super lost at this point

#

it should be printing out on the clients

vital pike
#

ah.. thanks for trying though.. really appreciate it

#

I've been at a loss for about 3 evenings now

dawn gazelle
crimson swan
#

multicast should execute them on both though

#

client and server

dawn gazelle
#

Multicast executes on server as well which can cause errors as the server is not the client that is hosting the HUD.

crimson swan
#

true but afaik the player controller is 100% clientside so it shouldn't be an issue

#

i mean worth a shot at this point

#

the weird thing is he's not even getting a printout on a multicast from gamemode to his custom event

vital pike
#

You mean I should set each of the custom events on the PlayerController to RunonOwningClient?

#

SUCCESS!

#

Thankyou

dawn gazelle
#

Yes. Player Controllers do not exist on other clients. Multicasting an event that is referencing a player controller will cause errors on all other player controllers as they are not aware of the other player controllers

crimson swan
#

very very weird

#

i legit have the saaaame multicast setup and zero errors on clients

#

glad it worked though

vital pike
crimson swan
#

yup seems to be working fine, i still don't get why it wasn't working before but hey alls well that ends well haha

vital pike
#

Really appreciate all the help guys.. Trying to find a bug in a buggy system is a brain melt

tepid marlin
#

im having a really hard time trying to work out a camera setting that does what i need it to... if a player gets attached to a socket of something that's moving, how do i get the camera to both follow the direction the player is facing so looks forward and turns with it, but also allow the player to turn their head and look at something as they go past.... right now all that happens in the camera stays essentially stationary looking where ever it was looking last and the player is rotating around...

#

iv managed to use a Rinterp to get the camrea to follow the path and sort of allow movement but with it snapping back, it makes looking feel clunky... what i want is to have it so say your looking forward then take a 90 degree turn, if ur looking forward ull just go round and still look forward, but if you look 90 degrees to the left then turn, i cant get the camera to keep that 90 degree offset, it only snaps back to as if i was looking forward again

crimson swan
#

you could try setting your camera component to match rotation with your actor on tick

#

in player controller

trim matrix
#

@crimson swan dude

#

got it to work πŸ˜„

crimson swan
#

noice

trim matrix
#

just

#

didnt go into the cloths yet

crimson swan
#

very very nice runescape vibes you got going on there

#

now all you need is like 4 frame animations and you're golden

trim matrix
#

lmao

#

its placeholder πŸ˜›

crimson swan
#

i actually like it lol, my game is using all infinity blade stuff because my modeling skills are potato but anyways looking good!

trim matrix
#

its a fun artstyle yea

#

just put a nice filter over it and youre good lol

crimson swan
#

i wish there was a guide to making some nice filters for textures because i have no idea where to even start

#

like blueprint wise i don't know what nodes in materials give me cartoony effects etc. all iv'e managed to make so far are basic textures and panning textures.. Tried looking up tutorials on texture effects and couldn't figure anything out

trim matrix
#

its scary maths as far as I know haha

crimson swan
#

i mean this belongs more in the graphics chat but as far as i'm aware you can't fundamentaly change the material with the textures in blueprint. You have to have a baseline and you can modify it in blueprints no?

#

like say i have a hyper realistic piece of armor textured etc i couldn't turn it into something stytlized with blueprints

trim matrix
#

you can

#

filters like that are incredibly powerfull

tight schooner
#

Material node graph and blueprints are different things. At best you can use BP to set parameters on materials

trim matrix
#

im talking about shaders btw

crimson swan
#

ah didn't even know you could make shaders with bp

#

that's black magic to me for now

trim matrix
#

i mean you can? if you create a whole bunch of parameters I guess,, but then youre still making the material right? πŸ˜›

#

@crimson swan what kinda game you making?

#

show me something πŸ˜„

crimson swan
#

sure give me a second i'll send it to you on pc

#

pm*

tepid marlin
#

not sure how to get that to work... i seem to have so many varying results be it the player spins around as the socket moves so its like its not getting any infomation from it, or ill have the player sit but the head cam just spins around, or itll end up being locked forward and i cant move head at all...

spice sequoia
#

What is the most efficient way to trigger my game based events that need to happen at specific times during a game - for example at 1 minute into the game a light turns on, or at 5 minutes into the game a rocket launches and so on. Ideally wanted all these to be in a single running timeline for the entire level to keep all the timed events in one place but was not sure if this is good for performance - having a constantly running timeline? Or is it best to use something else like a timer or a series of delay nodes to keep track of triggering the events?

mental sail
winged sentinel
#

Is there a way to do with with interp?

tight schooner
#

@spice sequoia One timeline isn't going to affect game performance. If you're going to make a bunch of levels using that system, I'd optimize for the least pain-in-the-ass way of doing it from a level design POV. (That said, I don't know what the "best" approach would be, design-wise.)

spice sequoia
#

Ok thanks - so out of interest, anyone got any tricks for how they plot out time based events on a level. I was thinking about having one timeline with multiple event tracks, each one triggering a single event - so I can easily tweak the trigger time of each event by adjusting that tracks keyframe. Anyone got any other suggestions for better ways of plotting out all the level events they use?

tight schooner
#

If it's a truly rigid, non-interactive sequence of events, I wonder if you can use Sequencer... (I never looked into it so IDK)

unique harness
tepid marlin
#

yes the camera is attatched to the head socket,

open crypt
#

rather than mess with trying to make a "falling fire debris" emitter by messing with cascade/niagara, I figured it would be simpler to just attach a fire emitter to a hidden sphere and just drop it - it works but I am getting some weird artifacts going on - what am I doing wrong here? I'm trying to get the sphere to spawn in a random location of a collision box, then get deleted, then loop (via a timer started on begin play) take a look at this artifact and what do you think I'm doing wrong?

#

that sphere is visible just to make it easier to see what's happening

sour ridge
#

I am trying to fix an issue that I don't know how it happens
https://gyazo.com/fac39d7953bc0718edd797fd361f85ac
If you check the picture above, this is a simple print loop so I can see if the array works.
When Drop Table Uncommon is plugged in, I can view all the Name (On the right) in the print string.
https://gyazo.com/4b2c75d8c0861c2fb4c59a98176e48d7
If you check this picture, this is what the variable Drop Table Rare is.
Drop Table Variable print everything as Empty while Drop Table Uncommon print normally. I can't figure out why. Anyone has a clue why the 2nd array doesn't even work?

dawn gazelle
sour ridge
#

I dont set the variable anywhere else

#

The default value that I wrote is the only thing that is "setting" the variable

open crypt
#

F9

#

and hover over the rare array and tell me what it says

sour ridge
sour ridge
#

It doesn't show me anything in the blueprint, Blueprint Debugger

open crypt
#

so, that should STOP your game when you hit play and fire that event, and it should show you that blueprint

open crypt
sour ridge
#

It did not stop when it got to the event. (The event happens when I kill a monster). I looked up in google how breakpoint works, and it didn't stop or even put the Red arrow on the breakpoint

orchid path
#

Hello, maybe someone here might know, Im creating a game and would like to have an online leaderboard for my scores. I had found an amazing free plugin for this called EpicLeaderboard but it is only for 4.25 and I have already built my game in 4.26. I tried to track down the maker of this plugin to ask for an politely for an update but, discovered he had passed away in 2017.
R.I.P. Kodi ❀️ Does anyone have knowledge of another one similar in its easy implementation and maybe zero cost or some sort of method of building one? I can't seem to find an easy to follow tutorial for what Im after. Im making the game for PC not mobile.

Thanks for your help

empty current
#

Hello, I’m trying to set my mouse location to an actor location, but can’t find how. Anyone ?

sour ridge
#

so the out of the 4 Drop Table (Rarity) Array(Name) only 1 work

#

Printing Drop Table Uncommon(Which was working before) Now shows all the new names.

visual elm
#

Hi πŸ™‚ I had a beginner question regarding BP's. So in my current flow, I have a boolean in my gamemode, off which I want to fire off a widget blueprint (that succeeds the main menu widget bp).

#

What I'm doing is, I have one UI, and another UI which starts the timer, I'm setting the second UI to start when my first UI switches off.(switching the bool in my first UI's graph, by accessing it through a cast to a gamemode). Sorry I tried my best to explain it lol.

mighty fable
#

So this is currently my movement code and I don't know how to implement a sound to activate only when I am pressing the button. I tried to follow along with the video but I do I have to make a gate for the W, A, S, and D keys to all play a 2D sound and then stop when released?

visual elm
#

Do you want to spawn the sound just once at keypress or do you want it to keep playing as you hold?

#

If it's at once per keypress, you can just attach a keypress Event (based on your bound hotkey) -> SpawnSoundAtLocation.

visual elm
#

I think even connecting SpawnSoundAtLocation to your AddMovementInput should work. Sorry, I'm trying to help, but I'm 90% C++ guy here, BP's mostly scare me.

teal lantern
#

I'm really new to unreal. How would you make the camera always be looking the back of the third person character controller?

teal lantern
weary jackal
#

In your player bp. Click on self on components. You will find 'use rotation yaw' in details panel

teal lantern
#

thanks!

slate sentinel
#

I'm new to unreal engine and i was trying to implement something in alsv4 (advanced locomotion system v4)
i want my character to start ragdolling if its in air for more than 5 seconds

tight schooner
#

@mighty fable if you're using input axes, they each create a Get [name if your axis] node. If by "pressing a button" you mean the axis is nonzero, you'll have to continuously check the state of the axes.

For example, get axis -> absolute value node -> is it greater than [your preferred threshold]?

Make the exact same node chain with the other axis, and join the booleans with an OR node. Then check it on Event Tick or a looping timer event (depending on how responsive this check needs to be) and then you basically have a way to determine what the state is, and if you save it to a boolean variable, whether it has changed (by comparing the current state to the previously saved state, and you can fire events from there too).

elder gulch
#

Hello, i need some help about unreal engine blueprint system, i did a health system but it goes under 0 and i tried a lot of ways but i still dont know how can i stop it i do need help ty :)

dark crow
#

Use the Clamp node

#

Min would be 0, Max would be your Max Health

elder gulch
#

i did like if the current healt is less / equals to 0 use as condition but the problem is there is a max health protection too and that works but this one isnt

#

it breaks for some reason

dark crow
elder gulch
#

hmm

#

lemme give it a try

#

and you connect the clamp to the current health?

#

set current healt

dark crow
#

Yeap

elder gulch
#

plus i use damage like this

#

so do i need to remove this?

dark crow
#

You need to clamp the Set no matter what

#

Or it will go under

#

Clamp is setting a range

elder gulch
#

owh

#

lemme try

#

@dark crow Tysm :)

dark crow
#

And if you wanna check if it's dead

#

You can do something like this

elder gulch
#

i do have a checkpoint system currently so i think of if the character healt equals to 0 teleport back to checkpoint

dark crow
#

πŸ‘Œ

elder gulch
#

ty :)

#

this is my third day on unreal so ima bit unprofessional sorry for making you tired :)

dark crow
#

Asking never hurts, once you learn it, you always know it ^^

elder gulch
#

hehe :)

#

ty for the help

#

is this a bit mess for the death command?

#

are there any easier way?

trim matrix
boreal tusk
#

Hi, trying for a while now to spawn geometry attached to one another while they move using "ProjectileMovement".
On trigger, I spawn a new tile using the position of the last spawned objects attach point (arrow component.).
The initially spawned tiles on load are perfect. But all the ones that get spawned later on through event overlap are not precise & overlap.

boreal tusk
#

Tried spawning not on overlap but checking if the last attach point x axis float == to 0. Still the same issue. the faster the tiles move the bigger the overlap.

trim matrix
#

Uhm how do you check if a variable is equal to null?.. My variable is a Geometry struct.

boreal tusk
#

@trim matrix did you try the is vallid node?

trim matrix
boreal tusk
#

That I don't know πŸ˜….

cold raft
#
  • I meant the "Context Sensitive" checkbox
boreal tusk
#

I also tried to use the construction script. sending out a ray from origin & making the hit location its own new world location.
Parts still overlap.

elder gulch
#

hello, can someone help me with how can i unspawn my spawned character after i die

#

and how can i re enable trigger box after the death

#

i did open level and added current level and since i have checkpoints it worked

versed tinsel
#

@elder gulch to kill the character, use "destroyactor" node.
to spawn it, use "spawn actor from class" with the needed parameters and if thats your player, use the node "possess" in order to move and do stuff with the actor again

versed tinsel
#

np, let me know if it worked for you

elder gulch
#

bcs i was triggering box several times so it killed trigger box and the first one killed the ai

versed tinsel
#

yeah thats the destroy actor

#

now try respawning it

elder gulch
#

aight lemme give it a shot

open crypt
elder gulch
#

how am i going to make this work ive never used this

#

i will add 5 second delay and the char will respawn again

#

it wants spawn transform but idk how to get it

#

is it the location??

versed tinsel
#

spawn transform is the exact location, meaning location, rotation and scale

#

so you can right click and "make transform"

#

then add the parameters you need

elder gulch
#

aight lemme try

#

ok soo the char spawns but without any animations or anything

#

i will try to upload the bp of the char

#

aight works now how can i get back the trigger box to work?

#

with the same tactic?

#

fsr i cant spawn the trigger box

#

bcs i destroyed it at the first state

#

nope

#

@versed tinsel

versed tinsel
#

the problem is that you cant spawn the triggerbox?

#

why do you destroy it again

#

also do that if u wanna destroy it

#

the triggerbox you referenced is destroyed

elder gulch
#

i want to destroy the trigger box bcs i want it to triggered only one time after several seconds i want it to get triggered again

elder gulch
versed tinsel
#

I would suggest you not to destroy the trigger box, instead disable the collision event

#

the triggerbox's event is ActorBeginOverlap right?

elder gulch
#

yes

versed tinsel
#

Ill show you what you can do

tame mist
versed tinsel
#

@elder gulch something like that

#

(cankill? is true by default)

versed tinsel
velvet kayak
#

I need help with buttons on widgets. I have this menu widget that I want only one button to be toggled but i'm not sure how to toggle off the previously pressed button. Can anyone help?

tame mist
elder gulch
versed tinsel
tame mist
#

is there any alternative for using camera

versed tinsel
#

check its resolution, check the objects in the UI

versed tinsel
#

you use a camera for the UI?

tame mist
#

but i dont know how to animate that pawn

#

or play animations with that

versed tinsel
#

I dont understand

tame mist
#

well its not even animation actually , i just need the viewport to move to certain location at button pres

versed tinsel
#

its like a 3d main menu?

tame mist
elder gulch
#

i did like this

#

but i think i did it wrong

versed tinsel
#

nono dont destroy the actor

#

as i said its okay to leave it

#

it just wont destroy the player for an amount of time

elder gulch
#

owh

#

now?

versed tinsel
#

@tame mist yeah idk the blackbars is either the camera problem or the widgetblueprint

tame mist
#

any way to animate /move viewport other than using camera /pawn/actors anything?

versed tinsel
#

@elder gulch wait I think i got confused lol in the destroy actor you should get a reference for the player sorry about that

versed tinsel
#

wait but you do destroy it

#

the second one shouldnt be neccessary

#

however, use destroyactor only if CanKill? is true

#

and not before that

elder gulch
versed tinsel
#

ah okay

elder gulch
versed tinsel
#

so... I guess thats okay?

elder gulch
#

idk why but trigger box only works 1 time

#

and gg

#

cant trigger for the second time

#

but the char destroyed spawns back

versed tinsel
#

check why it cant trigger, is it because of the CanKill? branch?

elder gulch
#

hmm

#

fun fact: i wrote this to level bluebrint

#

tbh i dont really need the trigger box to get used several times bcs i destroy the gost char after re spawn at a diffirent location and make it get triggered by a diffirent trigger box

versed tinsel
#

so its okay?

#

as long as the variable works as intended and and box doesnt get destroyed, it should work

elder gulch
#

@versed tinsel are there any way that i can spawn my char at a diffirent level

#

when i get a checkpoint

versed tinsel
#

uhh you can trigger the checkpoint and make it so the the character will travel to another level

elder gulch
#

like i got my checkpoint it will tp me to a new level at the same location after i die

versed tinsel
#

ohh

#

yeah what you can do is, when you get to a checkpoint, create a variable which changes the text every time, for example when you get to checkpoint 2 which should open level 2, set the variable to "level2" (the level name) and then every time you die itll automatically travel you to that variable

#

BeginPlay > open level - level's name is the variable, the variable changes every checkpoint

tame mist
#

can i set viewport to anything else other than camera and pawn?

elder gulch
#

i did a mechanic where it automatticly reloads the current level when i die but i want to make the game a bit interesting like every time i die i will spawn from my last checkpoint at a diffirent level but small changes at the map etc

#

so it will automatticly tp me to the same location but at the diffirent map

#

but only the checkpoint location not the other locations

versed tinsel
#

so you dont wanna manipulate the level, but only the location in the level?

elder gulch
#

no i want to manipulate level but with the location too

#

like when i get my last checkpoint after die the game will start at a diffirent map but at the same location where i got the checkpoint

#

and there will be several checkpoints thats why i want to understand how can i make my main char spawn at that locations

#

of the other level

versed tinsel
#

okay so same thing have a variable set to the checkpoint location

#

have a variable for where on youll spawn and what level youll spawn in

#

change it according to the checkpoints

tough mountain
#

Is it possible to run SQL-like queries on Datatables? Getting rows by row names is pretty limiting

elder gulch
#

i'll try

#

if fails etc i'll ping :)

versed tinsel
#

sure, gl

elder gulch
#

thx

mental cliff
#

Hey, Is the Assetmanager bugged in 4.26 ? I managed to register my master blueprint and get some child blueprints while I search via get primary asset Id list. A few Minutes ago it got all classes. Now it does not it just gets some and prints out empty class display names. It feels random - how does the asset manager know / enlist new assets?

#

Or when does it do that. When does it fetch new assets

mental cliff
#

Hm there are quite a few thing happening I am not sure what to do about it. Guess thats a question not satisfying much to ask then

#

Seems to fix it. But I have a hard time to find out what that does and how to do it otherwise. I am currently at the rabbit hole of what asset ID is and found weak hints of how what to do but not a solution. If someone can help me dig deeper into this thanks in advance

#

πŸ€¦β€β™‚οΈ Editor restart broke it again. Okay...

elder gulch
#

RIP

mental cliff
#

Funny enough there was a Stream for the Asset Manager just yesterday. Only uploaded on Twich which loads meh. But all I wanted is to get all my child blueprint classes of one class. And while that is somehow possible with the asset manager I guess its not really intended to list your assets that way? Strange. I donΒ΄t get it. I like work Automation that is all I want. Wether its making a Data Table just by right click on assets and say " please enlist this in this datatable thanks " or if the asset manager would do that - either way, I expected to find a way. I guess only c++ stuff makes this little work improvement switches possible...

tribal elk
#

Hi! I'm trying to make a sequencer play when launching the build. I've done this for now. It works perfectly in the editor, but in the build, the camera transforms do not work (the cameras stay still), while the other transforms work fine. Am I missing something here?

fast orchid
#

can I have an array of objects? I want a variable named "AgentList" which will store all the agents in the game in smaller objects (im coming from javascript and python, I don't know if this is possible)

maiden wadi
#

@fast orchid In c++ or Unreal Blueprint in this case, you make an array of pointers that point to the actual object.

fast orchid
#

so if I want to make an array of agents it would be a string array to store the data?

maiden wadi
#

Not quite. Do you know what memory pointers are?

fast orchid
#

no...

willow phoenix
maiden wadi
#

@fast orchid In UE4, you have Memory pointers which are basically small 4byte variables that point to a location in memory. When set correctly, it would point to an actual object. So instead of having an actual array of objects, you'll have an array of pointers that point to objects.

#

What are your Agents? Sounds like a character class.

fast orchid
#

im making a top down game

solemn parcel
#

Hi, is it possible to add an initial Float Value to a timeline ?

#

I mean, an Input value

tight schooner
#

Don't think so, but nothing stops you from doing some math on the timeline's output

#

with e.g. a custom variable

white lynx
#

Is there a way to "for loop" a Map in blueprints?

solemn parcel
#

The point is pretty simple, this is a countdown of -1 each 1 sec. I just want to give more smooth subtraction.

tight schooner
#

@fast orchid in BP-speak I believe they call those object references. For example, GetAllActorsOfClass will spit out an array of references. Like a pointer, it's not the thing itself but a reference to it, which you can use to manipulate that object in another BP.

maiden wadi
#

@white lynx There are some helper functions for them. But if you need the full map, you have to break out both arrays and loop over one while using the indexes to access the other.

white lynx
#

@maiden wadi Thanks. to C++ it is then

maiden wadi
#

Yeah. Maps aren't very Blueprint friendly.

white lynx
#

I still long for the day where TMaps get native replication support

solemn parcel
#

I've tried connecting the pin to the substracted number, with a timeline of 0 to -1 in 1 of lenght, but it just doesn't do it.

tight schooner
#

@solemn parcel if you're trying to make a smooth ramp from value1 to value2 with a timeline, use a Lerp (linear interpolation) node and have the timeline drive the "alpha" from 0 to 1

solemn parcel
#

Oh yeah

#

trying this right away

#

ty

tight schooner
#

Just make sure the lerp A & B inputs are static numbers, i.e. not being set by the lerp while the lerp is using it.

fast orchid
#

how can I set different values in the object which is inside of the array?

#

or how do I set the array's default to something like this:

{
name: "agent-name",
damage: "agent-damage"
},
{
name: "next-agent-name",
damage: "next-agent-damage"
}

tight schooner
#

@fast orchid get an array element, pull the output pin and you should be able to do stuff

fast orchid
#

I know that but inside of the "set AgentList" node it only lets me put inside strings

#

not an actual array

tight schooner
#

If the references are of a specific class, you should be able to manipulate its variables and call its functions and stuff.

solemn parcel
#

@tight schooner I've did what you said, but for some reason, with the timeline set to 1.00 of lenght and goes from 0 to 1, the smoothing part works, but is too fast. Isn't 1.00 lenght supposed to be 1 sec ?

fast orchid
#

im inside the level bp

tight schooner
#

@solemn parcel Yeah, a time of 1 should be 1 second. What does your BP look like?

solemn parcel
tight schooner
#

@fast orchid is each "agent" supposed to represent an actor spawned into the world?

solemn parcel
#

But for me it seems a lot of coding for a simple smoothing

fast orchid
#

I want the agent to have an ability key and the value would be a certain ability

tight schooner
#

@solemn parcel yeah, you're setting the variable while the lerp is using it. You're effectively changing the inputs of the lerp in every frame, which is why it happens too quickly

#

Like I said earlier, the lerp needs two static numbers for the timeline to ramp between

solemn parcel
#

Why aren't these static ?

#

AH

#

nvm

#

well no I still don't get how to do this in an other way

#

oh wait

tight schooner
#

You can't set the thing feeding the thing. It's messy but you can make yet another variable for the purposes of feeding the lerp.

#

... that you set just prior to running the timeline

solemn parcel
#

no, this is totally wrong.

tight schooner
#

Make a new variable called Dash Cast Cooldown Timer 2 or w/e and set it before the timeline with the value of the original

#

And use that new variable to feed the lerp

#

Like I said, it's messy. But idk a better way offhand...

solemn parcel
#

okay got it

dawn gazelle
solemn parcel
#

@tight schooner Thanks a lot, appreciate it

#

I'll enjoy asking : I don't like Timers by the simple fact that I don't know a way to make them start right away, and not after the Set Time. There is a way to do this ?

dawn gazelle
fast orchid
#

thanks for the help

solemn parcel
#

@dawn gazelle Ofc, I never exec the event after the Set Timer. Reason why. Thanks !

fast orchid
trim matrix
#

eek how do I cast to animbp? haha

true valve
#

So I'm trying to sit on a chair, but the collision won't let me. Any idea how to bypass that?

trim matrix
#

turn off collision?

true valve
#

I only kept visibility on chair so that I can interact with it.

untold oriole
#

Anyone know how to make the vr origin follow the player camera?
I changed the default blueprint to allow rotating your character with the right thumbstick rather than using the teleporter.
But, I'm having an issue where moving away from the vr origin messes with the rotation. Instead of rotating in place, you end up rotating around the vr origin, which stays stationary.

dawn gazelle
# fast orchid what is that object type?

What I did was create an actor class called "Agent". If you're trying to reference an object, you normally need to spawn it, but if you only want the class to hold data and grab the class defaults then you can use a class reference rather than an object reference. Then I made it into an array of Agent class references.

fast orchid
#

thats what I have right now

#

it works well but how can I access a variable inside that class or run a function inside of it

maiden wadi
#

@fast orchid You can't run a function on a class. And the only variables you can access are class defaults. For anything else, you need an instance of the class.

honest raven
#

Unreal is saying this is an infinite loop, but shouldn't reach run of the Reset_Deck subtract 1 from the index value, eventually making it 0?

#

think im missing something, added a delay which removed the infinite message but the number isnt going down with each run. hrmmm

maiden wadi
#

@honest raven Blueprints have a hard time detecting stuff like that sometimes. Alternatively, if that's how you want to logic it, I'd recommend just using a WhileLoop. While DiscardPileCounter > 0, AddToArray, Then -- DiscardPileCounter.

earnest tangle
#

It definitely looks like it'll recurse forever

#

if you follow the logic, it goes Reset deck -> branch -> discard pile -> reset deck -> branch -> discoard pile -> reset deck...

#

it will never reach the second part of the sequence which would stop it from recursing forever

honest raven
#

yeah, each new run should also Set the discard pile number down 1 so it starts at 13, first set to 12, then 11, etc. but its not so im missing something somewhere

maiden wadi
#

Oh. I also didn't notice that he's not checking DiscardPileCounter.

#

You're checking the array length, not the counter, and you're never removing anything from the Array.

honest raven
#

ooooooo

#

i knew it was something dumb somewhere lol

maiden wadi
#

But even still. WhileLoop does the same thing and it's meant for it.

honest raven
#

well actually the length of the discard pile array starts at 0 and gets 1 added to it each time a card is spawned and removed, so it starts at 0 and goes up to 13, and then i have it set to automatically start the resetting for testing, so it should start at 13 and start going backward from there, grabbing the cards added at those index values and adding back into the spade array

maiden wadi
#

Right. But in this logic here, you're just setting DiscardPileCounter = 13 -1 over and over.

honest raven
#

gotcha, yeah that was it lol. these things can make you feel so smart and so dumb soon after

#

is there anyway to see the whole value of an array? in debug i can watch the cards being moved around but it stops at the bottom with a ..... instead of just showing the rest.

trim matrix
#

Can i somehow change the location of an actor inside of it?

#

I have a chair i want to set the location infront of it

#

Maybe with a component?

#

Empty static mesh or something idk

worthy frost
#

i am confused what you are trying to say

trim matrix
#

If you getactorlocation

#

Its in the center right

maiden wadi
#

GetActorLocation is the same thing as GetRootComponent->GetComponentLocation. It just returns the world location of the root component.

trim matrix
#

So just use like a billboard or empty static mesh

#

?

maiden wadi
#

SceneComponent, probably.

trim matrix
#

where is it? lol

worthy frost
#

eh?

#

you need to cast to your chair

#

so you can access your chair specific stuff

trim matrix
#

hm

#

I see

ocean bluff
#

Hello! I would like to know how I can play an animation (for the jump pad) every time the character steps and bounce on the jump pad. I don't know which nodes is appropriate for the blueprint I have.

worthy frost
#

your animation BP should check if the player is in the air (has the movement mode Falling) and play falling animation, for the actual jump animation you can either play a montage, or set a bool, (or check for Z velocity increase)

trim matrix
#

Cast failed lmao

#

??

worthy frost
#

well your actor is not a chair then

trim matrix
#

it is

#

cause I got the vector location

#

for that chair

ocean bluff
#

haha sorry I'm new here, @worthy frost so to play this animation I have to create a blueprint for it?

worthy frost
#

not for something like that

ocean bluff
worthy frost
#

i thought it was the player, but for that you can set the animation on the skeletal mesh

#

has to be skeletal mesh for animation

#

then you can call SkeletalMeshComp->PlayAnimation

trim matrix
#

it finds the vector

#

but it somehow can not cast to the same thing it just found?

ocean bluff
worthy frost
#

no

#

your jump pad should be a skeletal mesh

#

not static mesh

ocean bluff
#

oooooh

worthy frost
#

like this

trim matrix
#

any idea?

worthy frost
#

print the actor display name

#

make sure it is a chair

trim matrix
#

forgot to set the correct bbkey in the behaviourtreeπŸ‘€

marsh seal
#

[Help] is there a variable i can access to know if somethings happening in the editor or runtime??

ocean bluff
#

@worthy frost Thank you!

worthy frost
#

@marsh seal not sure if there is a good way in BP

marsh seal
#

i swore there was but now i cant find it

#

like.. in the construction script i thought there was a bool

worthy frost
#

im looking now

marsh seal
#

"isInEditor" or something but i cant find it

#

maybe twas a dream

soft orbit
#

In a shooter project, the socket for the equipped weapon will not stay in the necessary location between animations. I know about hand IK, but i mean when you go from an say "Aiming" anim to an "Idle" anim. Weapon is straight on and perfectly place in Aiming anim, but you go to idle and its all messed up. What is the best solution to ensure the weapon behaves between transitions?

#

I was thinking of setting a socket transform for it for each animation but that seems like an extreme solution

marsh seal
#

could try re parenting the socket? just a shot in the dark, sorry if thats not helpful

soft orbit
#

I think im gonna revisit IK

#

I believe that could be a solution ive just been doing it wrong, not too versed in it

marsh seal
#

check out control rig if you're using a recent version of the engine

#

i watched the live stream on it and its pretty beefy.. performant too

bright frigate
#

Guys I have like 6 cats spawning when I play in editor but have no idea where they are coming from. Not in World Outliner and Im not spawning them in a BP that I can find. How do I track this down??

earnest tangle
#

Really, actors that you spawn that haven't had their components initialized yet will pass an Is Valid check? That's kind of strange πŸ€”

earnest tangle
cinder shell
#

hey, guys! I can someone give me advice please? I have a blueprint class with cargo container and it have a widget component with UI element. That element should display the weight of the container. So I can't figure out how can I cast to container blueprint from UI blueprint to get this value?

earnest tangle
#

It would probably be easier to set it from your blueprint that has the cargo container and the widget component

#

for example, if you create a variable in your widget, you can then do widget component -> get user widget object -> cast to YourWidgetThing -> set variable

cinder shell
#

ah.. This could work! Thank you so much!

gusty cypress
#

As a beginning developer would using a fake loading screen be acceptable?

#

ive looked online and they all use level streaming with 1 parent and that seems expensive to me

prisma stag
#

Hello, Im tring to do a LineTraceForObjects with the object type pickup but it doesnt work. The line is never created and even if I am looking at an actor of object type pickup, it doesnt work.

proven mason
#

How do I rotate a mesh by certain amount of degrees instead of towards a certain orientation?

prisma stag
proven mason
#

okay I'll give that a try

lean inlet
#

Here there I'm a little confused as to what i am doing wrong. I have a blueprint where I subtract the number of current actors in the scene from the number desired to have my blueprint spawn the sum of that number in a for loop. But I have ran into a problem with any number getting subtract from 0 results in 0. Am I missing a step to my blueprint?

tame mist
#

which other classes can be set to viewport in ue4?except camera ,character,pawn class?

proven mason
#

alright thanx @prisma stag got it to work the way I want it to.

tame mist
#

can someone help me in DM?

keen notch
#

I'm quite the beginner in ue4, and development in general. I'm finding building and coding thr world achievable, though it's taking a lot of learning. What seems more daunting to me is the optimization later. I've heard things like, rainbow six siege only renders every other pixel, and 'guesses' what it should look like. Such things seem like crazy wizardry to me. How easy is it to optimize through bp after the game is largely coded, or am I limited to just how non-complex I can make the systems?